I notice you're best off focusing on labor, then training a bit, and then actually attacking. It would be nice if winning gave you money and stats, with training just being if you're too weak or if you're out of enemies. Also, it should be clearer whether an upgrade is fully upgraded or you just can't afford it. Maybe make it in a different color.
- Currently, there no penalty if you skip fights, so you may just train and can beat all enemies and this may be a little bit boring. Because of that, I may add some penalties if you don't save your city. With that, I hope the game will be more strategic.
- For now, combats only give you Fame but it would be good if they drop some other loots too. Maybe we can add new skill which unlocks like People's Awards and gives you random loot based on your Fame (at the beginning you may only get some money but later you may also drop special invitations, gadgets etc.)
Quick and fun, though I think there needs to be a bit of info on how the training works, since it doesn't feel like it would keep from day to day, yet it does...
Thank you! I will try to add tutorial for training part. Also, I might add some quick animation like combat panel to understand what is going on when you click, or if it is too much just for training, I may try creating a bubble like Punch Club and move it to hero.
- Regen HP/second during the teamfight - Regen HP at the end of the fight - Elements like fire / ice etc that deal specific type of damage to ennemies depending on weakness
- Class Skill Tree ( That change depending what you wanna play )
Gameplay idea :
- I think the HP should reset at the end of the day and not after each fight - There could be boss, that spawn depending on fame. Not taking them down give maluses that could last multiple turns
- Encounter with more ennemies
- Fame attract ennemy that fights you when they appear
QOL Idea
- Being able to X1/X10/Max on the labor / training stuff :) !
- I first think HP is also a limited resource, this make combats more strategic (especially if you see the encounter details somehow). I will add this, it also deepen stat structure with more elements as you said like regen, maybe Rest option or energy drinks to heal you.
- Elemental options also would be great. I also want to add something like Punch Club fight system, not fully idle but instead some cooldown based abilities. Class options also be great but for now it would be very future update but it will always be in my mind.
_ Boss fights also be great, probably i will go with Dispatch like encounters. If I add health as resource, it might be good if we have more companion to send them to encounters. Also, fame may help finding new heroes etc.
You should mention this is an Alpha build at the start. What does the Advanced Training do? How do I pan around the city? Encounters spawn outside the default view.
Hi, thank you for your feedbacks. I actually selected In Development from settings before launch but i will also add it to the description. Advanced Training gives +10 to every trainings but actually i added that for future contents. Sorry, there is no pan on city for this version but i will add future one. I will also check different resolutions since i only tested it on 16:9 format, which should resolve encounter positions.
Great concept, probably still a prototype, The tree is kind small, There is no downside to end-day, so you can just farm money and removes the purpose of training or fighting (you can just LABOR) You finish the tree in few days, then spam stats randomly & destroy everything, I think each upgrade tree should be locked by Fame requirement, tree should give % of stats and not fixed, since you can train for fixed, I don't understand some of them like "you can train", unlock mooves.."
Well, I've just spammed Labor, upgraded everything, then Idk.
Thank you! I couldn't test the game enough during game jam so current balance is not good. As you said, giving % stats from tree and flat ones during training could be better. Fame requirement is also nice, some of critical upgrades may be unlocked with this. For the labor spamming part, I think there may be some penalty if you pass Help encounters, they may reduce your fame if you skip them. As you are more hero, you will get more responsibility and people believe in you so breaking that promise should be bad. Encounter count also can be increased with fame instead of from skill tree.
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I notice you're best off focusing on labor, then training a bit, and then actually attacking. It would be nice if winning gave you money and stats, with training just being if you're too weak or if you're out of enemies. Also, it should be clearer whether an upgrade is fully upgraded or you just can't afford it. Maybe make it in a different color.
Thank you for your feedbacks!
- Currently, there no penalty if you skip fights, so you may just train and can beat all enemies and this may be a little bit boring. Because of that, I may add some penalties if you don't save your city. With that, I hope the game will be more strategic.
- For now, combats only give you Fame but it would be good if they drop some other loots too. Maybe we can add new skill which unlocks like People's Awards and gives you random loot based on your Fame (at the beginning you may only get some money but later you may also drop special invitations, gadgets etc.)
- Noted, I will increase quality over the game.
Quick and fun, though I think there needs to be a bit of info on how the training works, since it doesn't feel like it would keep from day to day, yet it does...
Thank you! I will try to add tutorial for training part. Also, I might add some quick animation like combat panel to understand what is going on when you click, or if it is too much just for training, I may try creating a bubble like Punch Club and move it to hero.
a tutorial would be nice
Noted
Hello,
The game got a nice start, got plenty idea to talk about it :)
Hope to see it grow even more ^^
Thank you!
List of stat idea :
- Regen HP/second during the teamfight
- Regen HP at the end of the fight
- Elements like fire / ice etc that deal specific type of damage to ennemies depending on weakness
- Class Skill Tree ( That change depending what you wanna play )
Gameplay idea :
- I think the HP should reset at the end of the day and not after each fight
- There could be boss, that spawn depending on fame. Not taking them down give maluses that could last multiple turns
- Encounter with more ennemies
- Fame attract ennemy that fights you when they appear
QOL Idea
- Being able to X1/X10/Max on the labor / training stuff :) !
Thanks for all feedbacks!
- I first think HP is also a limited resource, this make combats more strategic (especially if you see the encounter details somehow). I will add this, it also deepen stat structure with more elements as you said like regen, maybe Rest option or energy drinks to heal you.
- Elemental options also would be great. I also want to add something like Punch Club fight system, not fully idle but instead some cooldown based abilities. Class options also be great but for now it would be very future update but it will always be in my mind.
_ Boss fights also be great, probably i will go with Dispatch like encounters. If I add health as resource, it might be good if we have more companion to send them to encounters. Also, fame may help finding new heroes etc.
- Will add multiple purchase buttons
You should mention this is an Alpha build at the start.
What does the Advanced Training do?
How do I pan around the city? Encounters spawn outside the default view.
Hi, thank you for your feedbacks. I actually selected In Development from settings before launch but i will also add it to the description.
Advanced Training gives +10 to every trainings but actually i added that for future contents.
Sorry, there is no pan on city for this version but i will add future one. I will also check different resolutions since i only tested it on 16:9 format, which should resolve encounter positions.
Great concept, probably still a prototype,
The tree is kind small,
There is no downside to end-day, so you can just farm money and removes the purpose of training or fighting (you can just LABOR)
You finish the tree in few days, then spam stats randomly & destroy everything,
I think each upgrade tree should be locked by Fame requirement, tree should give % of stats and not fixed, since you can train for fixed, I don't understand some of them like "you can train", unlock mooves.."
Well, I've just spammed Labor, upgraded everything, then Idk.
Thank you! I couldn't test the game enough during game jam so current balance is not good. As you said, giving % stats from tree and flat ones during training could be better. Fame requirement is also nice, some of critical upgrades may be unlocked with this. For the labor spamming part, I think there may be some penalty if you pass Help encounters, they may reduce your fame if you skip them. As you are more hero, you will get more responsibility and people believe in you so breaking that promise should be bad. Encounter count also can be increased with fame instead of from skill tree.